Just one thing I wanted to mention, apparently an update for sword's dance was verified to nerf the 240fps frame perfect, so that level no longer has that timing.
Super helpful and interesting video! This explained quite a few things I didn’t know about before, really glad I gave it a watch. I do have one question though, if you know the answer So a few days ago I was attempting to pull off a trick in order to die in a very specific percentage in silentium gradas, but it wouldn’t work on native 240. However, when I bypassed to 240, the frames needed for the trick were present. This confused me quite a bit because I don’t see why the frame rate or alignment would change. Just asking why that worked for curiosity! Again, really good video, thanks for the info!
hi npesta! i think i might know the answer to your problem. did you start the bypass in the middle of the level? this might cause the frames to offset and make a certain trick possible. another fps value might work on it from the beginning of the level. i'm not the most trustable source here lmao sorry if it's just some bullshit
There is a vsync bug that causes a desync in the game, but it only happens with moving blocks (credit to synactive for discovering this a while ago btw). I don't know if that's what's causing it. Could also be that you unaligned mid run, but I doubt it, assuming you tested it thoroughly. Plus that basically never happens on 240 anyway. Is there anything related to the first thing I talked about that could be causing it?
Anybody here go 90% into the first slope decoration in Duelo Maestro to perform the first timing? Or go 90% into the second saw decoration to double jump and perform the first timing in Tartarus?
This is actually hella interesting, i don't think I've seen anyone go in-depth about frame-perfects like this. I genuinely thought that D block before the mini wave in DC was just a visual tool to help the player align themselves, but the frame-reset makes much more sense. This also goes to show just how much effort you're putting into DC to make it playable for everyone capable of it and still achieve what you want for it. That's serious dedication man. Great video and explanation, and good luck on Death Corridor. I know you got this man. Also sorry for the essay lmao
Honestly, I had needed time for someone to explain it, I felt that I had more or less a concept of what it was but this helped me to understand it better and not only stay with what is "a insanely difficult timing"
I've always thought it would be funny to have a level where every 60 hz frame perfect is also a 240 or 280 frame perfect to just annoy people who play on higher hz.
@@Anxmaly666 there are mobile players and 60hz pc players who have completed levels in the top 100. You don't need to worry about this stuff unless you're going for the top 10
@@miksuwaaan7527 im also on mobile, IDK maybe it's me because i do feel like my skill level hit a barrier. I don't play as often because i also make levels which aren't really THAT good but i still do them because it helps me get views.
I love how the second wave in Azure Flare has frame perfects that are only possible if you go through speed portals earlier in the level frame perfectly... (on 60hz)
@@jojo._.586 well *Asus* has a 360 hz monitor but it's so expensive and you surely won't fell the difference from 240hz, so that is the reason of why there aren't 360hz players :^)
Is it possible to like a video twice? Honestly I would love to see more GD science from this channel because this video is fantastic. GL on Death Corridor btw
I figured out frame perfects for myself when experimenting with a level that had two of them. Found out that if I shift the entire structure one tiny bit to the left the entire thing becomes possible
I’ve known about Frame perfect for years, only cause of speed running though Edit: I did not know that there were 60hz frame perfects in actual levels I guess they are way easier on 144 and 240
This video is so full of misinformation it's actually funny. Claiming to know about the "physics" and other technicalities of the game by throwing words around like "frame alignment" and "phase shift" is one thing. Actually having 9 years of GD experience like I do is something that opens your eyes to all this shenanigans. First of all, it's such an amateur mistake to assume that the refresh rate determines if frame perfect jumps are impossible. The refresh rate is only based on what the monitor can display, not how fast the game processes information. What's more important is response time, or the amount of time a pixel in a display takes to change. It is measured in milliseconds. Lower numbers mean faster transitions and therefore fewer visible image artifacts. This has a bigger impact than refresh rate and monitors with a lower response time will make some jumps appear impossible compared to using a different monitor. The phase shift DOES NOT fix itself by just lining it up with the later frames. It needs to be lined up in such a way that the frame with the frame perfect jump (or pixel perfect, more accurately) lines up with both starting positions (taking into account input delay and pipelining). No, the physics of GD don't get more accurate at higher frame rates. That would mean the parabolas from the numerical solutions would look different. So the physics is calculated beforehand, not in time steps. Also real life isn't infinite fps; Planck time exists. /s
I wonder how much of this will be accurate in 2.2, especially if Robtop fixes refresh rate bugs in the way I think he will (that is, calculating the player's position independently of refresh rate)
Thank you so much I never knew why 240 was easier I just knew it was easier and I’m building a challenge with a ball frame perfect and I put a start pos and i couldn’t do it but if I put on ignore damage and went from the start it seemed like I could now I know why and I know how to fix it
Opinions on whether or not frame perfects are more difficult on higher FPS's can vary, like for me for example they're easier on higher fps then they are lower, but that really depends on how you play the game. I'm arrow key so that could possibly impact it in some way, but regardless, everybody plays this game differently.
i've been hoping for a video like this for so long, thank you. you said and presented everything in an interesting manner as well, those 20 minutes felt like 5. i really hope you make more content like this is the future.
I could keep up with most of the video, some parts got me confused, but i figured out if you are in mini cube and get the frame allignment right, a frame perfect is ALWAYS the speed you are in plus 1.5. (example: 2x speed frame perfect is 3.5 spikes)
THANK YOU FOR THIS omg so many people don't understand how this stuff works and it can be really frustrating to try to explain, you did a great job with this tysm
What happens when fps drops while playing a level? I’d assume that with small fps drops, or even just some frame timing inconsistencies, the level will become unaligned if smooth fix is off, but that doesn’t seem like the case. Does it map out where each frame should be rendered based off of your fps cap and skip them at certain intervals? If so, how would it know what your fps cap is if you’re using bypass? Does the game somehow realign itself? Or does it just have perfect frame pacing?
I thought frame drops would unalign you too, but they don't. So I'd assume it maps out each frame like you said. It obviously would know the cap, because the game is designed to be capped at 60fps if you have vsync off, and all bypass does is change that value in the game's code from 60 to whatever you want (this is why you need vsync off when using bypass). But because of that, the game would definitely know what your cap is. Though that being said, I don't know the exact mechanism it uses, but like I mentioned earlier, I would guess it's similar to what you described.
Havent played gd in years, Im surprised that a video with this much quality ""can be found in such a small community"" (idk if is small or not, and to be fair, is insanely hard to find a video this quality in every single community and platform) and for such an specific thing. This is amazing congrats
Well it depends at what point you consider someone part of the community, there are tons of people that know of the game and have played it on their phone for a couple weeks before forgetting about it (robtop somehow has more subscribers than the minecraft youtube channel), but in terms of like the actual active community, it has grown but honestly not that much, it is still very small relative to the amount of people who know about gd to a very surface level (as in only the main levels) thank you for the comment though
@@DeathCorridor I was talking more of the "competitive" side of the community, or are getting into it. People that should care about topics like this one
we needed this lol nice video :) also the speed portal thing is extremely important, I hope the community will take it into account make gd mechanics a series btw?
I have always wanted a video talking about gd physics, and I would love to see more of these videos in the future, because you did a great job with this one.
I just realised recently by myself a lot of these things as I was making a 60hz wave challenge and an extreme collab with friends. The gap in between frame and frame when u are a 4x speed mini wave is HUGE, is extremelly noticeable in 60hz at the point u don't even need to make a very small gap for the wave to not be able to pass trough, it's kinda crazy. But in an extreme case like in this case I would agree it's easier to beat a challenge that's made for 60hz frame perfects at 60hz than it is to beat at a higher frame rate since u have less frames per second to care about and its kinda similar to one of those 15fps challenges (if its a 4x speed mini wave challenge lol). However, in general, ignoring these frame perfect challenges, the wave is way easier to use even with only 120hz compared to 60hz just because of the input lag thing, just tried playing with 120 fps at 60hz and never thought the difference would be so huge since I was seeing the same frames per second. 60hz with 0 input lag would be something interesting to try but I guess is just impossible.
finally someone made a video on this case frame perfect clicks became very popular last year so it's nice to see someone explain each and every bit of those supposedly simple timings
ive needed an explanation, I never knew how frame perfects actually worked, even though some people say your explanation isn't fully correct, any amount of information is good enough for me :)
Really interesting video, I enjoyed it! Puts a ton of perspective into the gameplay design and difficulty of the hardest levels and I had no idea some of this stuff was true.
I knew frame perfects and the double jumps were a thing, but never understood why or how they worked, thank you for making this video and I hope that you make more of this! It's pretty interesting to see how this game works and the different mechanics you can use :)
honestly, these are probably my favourite kinds of gd videos (about the game physics and stuff like that), they're pretty interesting imo, also why does death corridor have so many frame perfects oh god
I'm surprised I didn't get this recommended earlier, very informative video! Also, if I'm interpreting things correctly, does your version of Death Corridor manipulate these physics and frame alignments to make it easiest on 60hz, or is there more to it that I'm not seeing? Either way, keep it up, and as always, good luck on Death Corridor. :D
1:32 whoa that’s me hi. Sorry I got the amount of frame perfects wrong it was just an estimation. The fact that DC has that many is crazy. Really impressive how much progress you’ve made on it, because trust me. They are not easy. Thanks for featuring my semi wrong tweet tho! :D P.S: your technical knowledge on this game is insane I actually learned a lot from this video. GL on DC!!
actually, pixel perfect does make sense to use in some cases, eg. extremely tight ship corridors, where you must be on the exact correct y coordinate to get through. Although GD moves automatically on the x axis, the player is free to move on the y axis, so saying that pixel perfect has no place in gd is wrong. Though i do agree that usually the term is used in an incorrect way
pixel perfect ship is humanly impossible and has never existed in a level before that was completed legitimately, and whenever someone says "pixel perfect" they're talking about timings, I've never seen it used in the context of straightfly. But you're right, pixel perfect straightfly exists
Actually really good video! i knew most of it but you explained all of it greatly, i feel like it would be a cool series if you explained more of all of GD's physics and mechanics, but idk if you'd want to do that. :)
and you what else? alignment can shift between attempts, so if a timing is wide enough, it will literally be luck based on lower refresh rates. it's so cringe
So I'm late, and i can't believe I'm this late, but this game is so much more complex than I thought. I always ran into issues like this about frame alignment and I knew NOTHING about how they worked I just knew they existed, and I play 144 Hz, and I normally try to align everything to be as consistent as possible regardless so I think I unintentionally correct for that without knowing lol
This was genuinely interesting, as I like the niece parts about gd (like abusing crappy hitboxes XD), as such knowledge like this is very enjoyable... If you're willing to make a more detailed video upon this topic I would greatly appreciate it as I am curious about the finer details. Anyways, great video, the integration reference was also pretty good (although, I'm not one to rlly speak since I barely payed attention to the unit in class xD, but from what I did learn and/or studied aside from class, it was good).
How to explain frame perfect and pixel perfect things simply: Frame perfect means there is a required input that only has a 1 insert hertzth of a second window to activate the timing Pixel perfect means there is one smallest position difference window that you have to fit through
Yeah now I understand because I have a jump frame perfect at the beginning at one of my levels and if I hold down the button it clears the jump I'm on 60hz btw and anyone on any other hurts dies to it I can hold down and if they hold down they get earlier frames and jump earlier which makes them die
This honestly just made me pretty worried if I one day decided to make a top 1 with like 10 frame perfects. Wonder if there would be a program that can automatically align start positions to a hz at 0%
Just one thing I wanted to mention, apparently an update for sword's dance was verified to nerf the 240fps frame perfect, so that level no longer has that timing.
Oh hello there
@@Gooey sup
Oh hello there
Holy why did an insane demon have a 240hz frame perfect at like 70
@@boreborn9728 I think it was by accident lol, the creator didn't even know that the timing was like that
Super helpful and interesting video! This explained quite a few things I didn’t know about before, really glad I gave it a watch.
I do have one question though, if you know the answer
So a few days ago I was attempting to pull off a trick in order to die in a very specific percentage in silentium gradas, but it wouldn’t work on native 240. However, when I bypassed to 240, the frames needed for the trick were present. This confused me quite a bit because I don’t see why the frame rate or alignment would change. Just asking why that worked for curiosity!
Again, really good video, thanks for the info!
Hi npesta I’m big fan
hi npesta! i think i might know the answer to your problem.
did you start the bypass in the middle of the level? this might cause the frames to offset and make a certain trick possible. another fps value might work on it from the beginning of the level. i'm not the most trustable source here lmao sorry if it's just some bullshit
also, the gd challenge list discord members know a LOT of things about frame alignment! come check us out for any future questions too!
lemme guess, extreme demon roulette?
There is a vsync bug that causes a desync in the game, but it only happens with moving blocks (credit to synactive for discovering this a while ago btw). I don't know if that's what's causing it.
Could also be that you unaligned mid run, but I doubt it, assuming you tested it thoroughly. Plus that basically never happens on 240 anyway.
Is there anything related to the first thing I talked about that could be causing it?
to understand frame alignments, imagine a bus-
yes
you made me laugh out loud
F R A M E R U L E S
@@GDNashit Hi Gdnacho
Idk why but i laughed hard when i saw this
genuinely dropped my jaw when he said he can differentiate frames without slowing the game down up to 144 hz.
I know right? It’s genuinely impressive!
Anybody here go 90% into the first slope decoration in Duelo Maestro to perform the first timing? Or go 90% into the second saw decoration to double jump and perform the first timing in Tartarus?
@@sasdrob yes that is the only way
Same
@@jwjustjwgd to do the first jump on tartarus? no???
KugelBlitZ writing his geometry dash master's thesis on frame theory
Aka: why is binbo x not on the list
it was too good
kugelblitz proving hes awesome???
why would you need proof when he is the way he is
Doesn't have to
Was going to say the same
Now all these kids making clickbait content can at least know how these timings work, nice job!
Ok but why I can jump the quads and the triples in final destination but not the doubles in mobile
You would've known already if you payed attention to his video.
@@nintenfoxgd I actually can't see it cuz I'm at class
Understandable, make sure to watch it after school, it's actually pretty interesting.
@@nintenfoxgd I will :)
This is actually hella interesting, i don't think I've seen anyone go in-depth about frame-perfects like this. I genuinely thought that D block before the mini wave in DC was just a visual tool to help the player align themselves, but the frame-reset makes much more sense. This also goes to show just how much effort you're putting into DC to make it playable for everyone capable of it and still achieve what you want for it. That's serious dedication man. Great video and explanation, and good luck on Death Corridor. I know you got this man. Also sorry for the essay lmao
Honestly, I had needed time for someone to explain it, I felt that I had more or less a concept of what it was but this helped me to understand it better and not only stay with what is "a insanely difficult timing"
Hi femboy
@@que7956 me when
I've always thought it would be funny to have a level where every 60 hz frame perfect is also a 240 or 280 frame perfect to just annoy people who play on higher hz.
Yes epic idea
also no ship in the level bc then higher hz would have an advantage
i mean they would just turn off v-sync but still funny
ah, Heliopolis
Denouement is exactly that
@@poob2372 so true
Nice work! This definitely helps those who want to analyze top levels and challenges and hopefully can gain some community traction!
Hi
Silent clubstep man
actually this video is so good wtf
insane how we’ve reached a point where this matters in demons pro
It annoys me a lot honestly
@@Anxmaly666 why
@@miksuwaaan7527 because it's hard for me to get better at the game when the levels i want to play are made for high Hz players
@@Anxmaly666 there are mobile players and 60hz pc players who have completed levels in the top 100. You don't need to worry about this stuff unless you're going for the top 10
@@miksuwaaan7527 im also on mobile, IDK maybe it's me because i do feel like my skill level hit a barrier. I don't play as often because i also make levels which aren't really THAT good but i still do them because it helps me get views.
I love how the second wave in Azure Flare has frame perfects that are only possible if you go through speed portals earlier in the level frame perfectly... (on 60hz)
I somehow beated that one in practice mode on mobile
@@hugohmfgd283 ah shit trying azure flare on mobile, how painful
**280Hz players starting to appear**
Me who lives in infinite fps: pathetic
360hz players too
@@KingShane havent seen one of those
@@jojo._.586 well *Asus* has a 360 hz monitor but it's so expensive and you surely won't fell the difference from 240hz, so that is the reason of why there aren't 360hz players :^)
@@KalyuGD727 yes i know the monitor exists, i just haven't seen any gd players use it yet
@@jojo._.586 yup, people are used to using fps bypass xD
5:35 i’ve said this already in a previous video’s comments but god i love this bg deco
I thought that was Cybernetic Crescent until I saw the next part lol
this is extremely interesting and informative, the amount i learned about the mechanics of this game are insane, amazing video
agreed. if this is basic stuff, i would love to see more of these kinds of technical, informative videos
looking at this 2 years later and Zonik not giving craps about frame perfect
who is zonik
@@DeathCorridor sonic
Is it possible to like a video twice? Honestly I would love to see more GD science from this channel because this video is fantastic. GL on Death Corridor btw
No It Isn't
amazing :) i thought it was a random shitpost but turned out to be a blue/sea1997 esc documentary lmao
I figured out frame perfects for myself when experimenting with a level that had two of them. Found out that if I shift the entire structure one tiny bit to the left the entire thing becomes possible
And this is why I'm pretty sure 17% is impossible on Sakupen Hell lmao. I'm on 75 hz. Excellent video.
*Casually gets 40 on zodiac*
I’ve known about Frame perfect for years, only cause of speed running though
Edit: I did not know that there were 60hz frame perfects in actual levels I guess they are way easier on 144 and 240
Wow I’ve never had this explained, fantastic video!
Congratulations on sary never clear getting rated and listed and good luck on dc
This video is so full of misinformation it's actually funny. Claiming to know about the "physics" and other technicalities of the game by throwing words around like "frame alignment" and "phase shift" is one thing. Actually having 9 years of GD experience like I do is something that opens your eyes to all this shenanigans.
First of all, it's such an amateur mistake to assume that the refresh rate determines if frame perfect jumps are impossible. The refresh rate is only based on what the monitor can display, not how fast the game processes information. What's more important is response time, or the amount of time a pixel in a display takes to change. It is measured in milliseconds. Lower numbers mean faster transitions and therefore fewer visible image artifacts. This has a bigger impact than refresh rate and monitors with a lower response time will make some jumps appear impossible compared to using a different monitor.
The phase shift DOES NOT fix itself by just lining it up with the later frames. It needs to be lined up in such a way that the frame with the frame perfect jump (or pixel perfect, more accurately) lines up with both starting positions (taking into account input delay and pipelining).
No, the physics of GD don't get more accurate at higher frame rates. That would mean the parabolas from the numerical solutions would look different. So the physics is calculated beforehand, not in time steps. Also real life isn't infinite fps; Planck time exists.
/s
based strikewind
GD has only been out for 7.5 years bud
so real life runs at 10^44 FPS
real life frame perfects???? 😳😳😳😳😳😳😳
@@victustheman9313 did you not see the /s
@@clarityVALO I actually didn't that makes much more sense now
Sweet video. This game has some real depth
Also that death corridor has more frame perfects than sc thing was a flex and a half
😎
Bpm trigger is so good for testing and making frame alignments and I'm so glad it's been added in 2.2
Never change, Kugel. This is the content I subscribed for
Couldnt have said it better myself
I wonder how much of this will be accurate in 2.2, especially if Robtop fixes refresh rate bugs in the way I think he will (that is, calculating the player's position independently of refresh rate)
yeah the physics might completely change, but that does worry me a bit because it might cause a shit ton of bugs if he does
I didn't realize who you actually were until you said "Death Corridor."
My reaction of my heart when you said that was "...!"
My god, Dead Corridor that you're going to verify is a way way harder than I'm expected
Great video! The community has needed something like this for a while and I learned a ton about this game I never knew from 4 years of playing!
There really isnt a single GD player better equipped to discuss frame perfects than you tbh
Really glad this information is starting to get out there
Thank you so much I never knew why 240 was easier I just knew it was easier and I’m building a challenge with a ball frame perfect and I put a start pos and i couldn’t do it but if I put on ignore damage and went from the start it seemed like I could now I know why and I know how to fix it
Opinions on whether or not frame perfects are more difficult on higher FPS's can vary, like for me for example they're easier on higher fps then they are lower, but that really depends on how you play the game. I'm arrow key so that could possibly impact it in some way, but regardless, everybody plays this game differently.
i've been hoping for a video like this for so long, thank you.
you said and presented everything in an interesting manner as well, those 20 minutes felt like 5.
i really hope you make more content like this is the future.
I could keep up with most of the video, some parts got me confused, but i figured out if you are in mini cube and get the frame allignment right, a frame perfect is ALWAYS the speed you are in plus 1.5. (example: 2x speed frame perfect is 3.5 spikes)
11:16 i love the helicopter taking off sound
THANK YOU FOR THIS
omg so many people don't understand how this stuff works and it can be really frustrating to try to explain, you did a great job with this tysm
Even tho I know all of that already it’s really fun to watch and I really enjoy the full video good job kugel!
the Mother 3 music made this even more interesting and entertaining.
I was Frame Misaligned for a brief moment
this is still one of my favorite geometry dash videos, maybe when 2.2 comes out we'll have to study more of this stuff
What happens when fps drops while playing a level? I’d assume that with small fps drops, or even just some frame timing inconsistencies, the level will become unaligned if smooth fix is off, but that doesn’t seem like the case. Does it map out where each frame should be rendered based off of your fps cap and skip them at certain intervals? If so, how would it know what your fps cap is if you’re using bypass? Does the game somehow realign itself? Or does it just have perfect frame pacing?
I thought frame drops would unalign you too, but they don't. So I'd assume it maps out each frame like you said. It obviously would know the cap, because the game is designed to be capped at 60fps if you have vsync off, and all bypass does is change that value in the game's code from 60 to whatever you want (this is why you need vsync off when using bypass). But because of that, the game would definitely know what your cap is. Though that being said, I don't know the exact mechanism it uses, but like I mentioned earlier, I would guess it's similar to what you described.
Ik this will be a great video for the community
Man of rice...
saint of rice
Havent played gd in years, Im surprised that a video with this much quality ""can be found in such a small community"" (idk if is small or not, and to be fair, is insanely hard to find a video this quality in every single community and platform) and for such an specific thing. This is amazing congrats
Well it depends at what point you consider someone part of the community, there are tons of people that know of the game and have played it on their phone for a couple weeks before forgetting about it (robtop somehow has more subscribers than the minecraft youtube channel), but in terms of like the actual active community, it has grown but honestly not that much, it is still very small relative to the amount of people who know about gd to a very surface level (as in only the main levels)
thank you for the comment though
@@DeathCorridor I was talking more of the "competitive" side of the community, or are getting into it. People that should care about topics like this one
@@DeathCorridor and thanks for answering my comment, I might start playing gd again
15:20 this part helped me understand so much well made!
i never thought i would use ap calculus in gd lmao. it’s nice to learn from someone who knows what they’re talking about. banger video my guy!
we needed this lol
nice video :)
also the speed portal thing is extremely important, I hope the community will take it into account
make gd mechanics a series btw?
I have always wanted a video talking about gd physics, and I would love to see more of these videos in the future, because you did a great job with this one.
I just realised recently by myself a lot of these things as I was making a 60hz wave challenge and an extreme collab with friends. The gap in between frame and frame when u are a 4x speed mini wave is HUGE, is extremelly noticeable in 60hz at the point u don't even need to make a very small gap for the wave to not be able to pass trough, it's kinda crazy. But in an extreme case like in this case I would agree it's easier to beat a challenge that's made for 60hz frame perfects at 60hz than it is to beat at a higher frame rate since u have less frames per second to care about and its kinda similar to one of those 15fps challenges (if its a 4x speed mini wave challenge lol). However, in general, ignoring these frame perfect challenges, the wave is way easier to use even with only 120hz compared to 60hz just because of the input lag thing, just tried playing with 120 fps at 60hz and never thought the difference would be so huge since I was seeing the same frames per second. 60hz with 0 input lag would be something interesting to try but I guess is just impossible.
Very good video, you should do more of these
Also gl on death corridor
finally someone made a video on this case
frame perfect clicks became very popular last year so it's nice to see someone explain each and every bit of those supposedly simple timings
Thanks for the clarification
9:47 That sync though
Actually really interesting to watch and now I get why levels like the Hell World and Kowa have the timings they do
ive needed an explanation, I never knew how frame perfects actually worked, even though some people say your explanation isn't fully correct, any amount of information is good enough for me :)
Really interesting video, I enjoyed it! Puts a ton of perspective into the gameplay design and difficulty of the hardest levels and I had no idea some of this stuff was true.
I knew frame perfects and the double jumps were a thing, but never understood why or how they worked, thank you for making this video and I hope that you make more of this! It's pretty interesting to see how this game works and the different mechanics you can use :)
your math ramblings are my introduction to calculus and vectors
thanks for doing the community a service kugel 😎
You made me learn something i didnt know even tho i am italian. Thanks a lot. Good luck on death corridor
thanks for this video, i learned so much that i didn't know before!
the thing 15:24 also helped me to understand a lot more. thanks again :)
Thanks for making this. I understand the concepts of what people mean a lot better than before. Best video to learn about the physics
honestly, these are probably my favourite kinds of gd videos (about the game physics and stuff like that), they're pretty interesting imo, also why does death corridor have so many frame perfects oh god
one of the most informative gd videos out there
Nice one with the integration part
**as a college student who did integrals, i approve**
dudeusuruduedueusue I’m excited to watch !!! you are the swaglord69
dude this a dub, i literally watched this a month ago and im coming back to watch it again.
I'm surprised I didn't get this recommended earlier, very informative video! Also, if I'm interpreting things correctly, does your version of Death Corridor manipulate these physics and frame alignments to make it easiest on 60hz, or is there more to it that I'm not seeing? Either way, keep it up, and as always, good luck on Death Corridor. :D
1:32 whoa that’s me hi. Sorry I got the amount of frame perfects wrong it was just an estimation. The fact that DC has that many is crazy. Really impressive how much progress you’ve made on it, because trust me. They are not easy. Thanks for featuring my semi wrong tweet tho! :D P.S: your technical knowledge on this game is insane I actually learned a lot from this video. GL on DC!!
thank you!
I like how he casually talks about death corridor's 70 2000fps frame perfects
Very cool and interesting video, this gave me a lot of Mario maker vibes
i appreciate the mother 3 music
Mother 3 music through the video, subscribed
Pixel perfect will become relevant once platformer mode comes out
One of the best videos in 2021 so far for sure
Im glad to see Kugel is also a mother fan (just like me :3)
actually, pixel perfect does make sense to use in some cases, eg. extremely tight ship corridors, where you must be on the exact correct y coordinate to get through. Although GD moves automatically on the x axis, the player is free to move on the y axis, so saying that pixel perfect has no place in gd is wrong. Though i do agree that usually the term is used in an incorrect way
pixel perfect ship is humanly impossible and has never existed in a level before that was completed legitimately, and whenever someone says "pixel perfect" they're talking about timings, I've never seen it used in the context of straightfly.
But you're right, pixel perfect straightfly exists
kugel is cool
he can differentiate every frame on 144hz with the naked eye and be a god at gd
looc si leguk
Finally we have this. I would love to know more.
1 morbillion fps frame perfect
Actually really good video! i knew most of it but you explained all of it greatly, i feel like it would be a cool series if you explained more of all of GD's physics and mechanics, but idk if you'd want to do that. :)
Frame perfect
I feel the train analogy would’ve been a much better way to explain frame alignment
7:06 Wait what I haven't seen my deco here in forever.
wait you decorated impertinence?
@@DeathCorridor You are So Silly KugelBlitZ
@@DeathCorridor Yeah, it says "Cel" at the end and that modification of the level credits me and Aktimoose
and you what else? alignment can shift between attempts, so if a timing is wide enough, it will literally be luck based on lower refresh rates. it's so cringe
So I'm late, and i can't believe I'm this late, but this game is so much more complex than I thought. I always ran into issues like this about frame alignment and I knew NOTHING about how they worked I just knew they existed, and I play 144 Hz, and I normally try to align everything to be as consistent as possible regardless so I think I unintentionally correct for that without knowing lol
Finally someone who speaks the same language I do
i just remembered this video existed and it made me to get into gd nerf stuff gg, also part 2 when 😢 i can probably help you
This was genuinely interesting, as I like the niece parts about gd (like abusing crappy hitboxes XD), as such knowledge like this is very enjoyable... If you're willing to make a more detailed video upon this topic I would greatly appreciate it as I am curious about the finer details.
Anyways, great video, the integration reference was also pretty good (although, I'm not one to rlly speak since I barely payed attention to the unit in class xD, but from what I did learn and/or studied aside from class, it was good).
We need a part two 😭
Sometimes, using a start pos messes up the dual cube physics.
Why do I keep finding your comments lol
How to explain frame perfect and pixel perfect things simply:
Frame perfect means there is a required input that only has a 1 insert hertzth of a second window to activate the timing
Pixel perfect means there is one smallest position difference window that you have to fit through
I'd LOVE to see more videos about gd physics
Yeah now I understand because I have a jump frame perfect at the beginning at one of my levels and if I hold down the button it clears the jump I'm on 60hz btw and anyone on any other hurts dies to it I can hold down and if they hold down they get earlier frames and jump earlier which makes them die
This honestly just made me pretty worried if I one day decided to make a top 1 with like 10 frame perfects.
Wonder if there would be a program that can automatically align start positions to a hz at 0%